Originally Posted by doffer:It was more a comment to viewport 2 being a "fancy feature". I find it very useful for animation, especially in the latests versions, where it seems better and better at displaying things correctly.

Me too, I find the real-time AO very useful for assessing contact between characters and their environment and/or props etc when animating.

All I want is for it to support Strokes and I'd probably never switch it off

In maya 2013, I can't see basic control vertexs in High Quality Rendering. This is one of the ones I remember, mostly I just change views until I find one that works. You know its Sad But True, or more honestly, pathetic but true.

Oh, another one I remember. You have to be in a certain viewport renderer to see painted weights. WTF?

After enough time with maya, you learn ways to keep from being screwed by maya. Woe to the newbie.

Hi Kees Just wanted to say thanks,.. since I'm a long.. very long time max user... and now use Maya now at work.
But how does the viewport 2.0 properly translate to a final Mental Ray render? I know Max has added a few tricks but they are not really "render worthy".. for final output.
I've worked on a lot of games. (Call of Duty 2, 3, Medal of Honor and more),. and the only time we used Direct X shaders was for some very minor things.
I'm now on film projects, and curious,.. development on directx viewport work is mainly for games?
Will Mental Ray render an output of the directx settings? Properly?
Sorry for all the questions,. you have a lot of respect from me.

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